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<?xml-stylesheet type="text/xsl" href="http://gamemakerstudio.net/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Game Maker Studio .Net</title><link>http://gamemakerstudio.net/blogs/default.aspx</link><description>A Next Generation Editor for the XNA framework</description><dc:language>en-US</dc:language><generator>CommunityServer 2.1 SP2 (Build: 61129.2)</generator><item><title>Pre-Peer Review in the works...!</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2008/02/25/pre-peer-review-in-the-works.aspx</link><pubDate>Mon, 25 Feb 2008 19:42:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:613</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>1</slash:comments><description>&lt;P class=MsoNormal style="MARGIN:0in 0in 0pt;"&gt;&lt;FONT face="Times New Roman" size=3&gt;Howdy,&lt;/FONT&gt;&lt;/P&gt;
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&lt;P class=MsoNormal style="MARGIN:0in 0in 0pt;"&gt;&lt;FONT face="Times New Roman" size=3&gt;After talking with one of my friends about the “Democratizing Game Distribution” microsoft’s solution to disruption of XNA games he ask if building a Pre-Peer Review was a good idea. I though about it for like a second and concluded it was a great idea....! So I hood-winked him into building me a add-on for my site (&lt;A href="http://gamemakerstudio.net/blogs/near_fantastica/archive/2008/02/22/i-have-returned.aspx"&gt;part of the site improvements I talked about&lt;/A&gt;) where users could walk through the workflow of submitting their games to the Peer Review system and local members of the community could then download and review the games just as they will in the normal system that way developers can get very fast feed back about their Package and fix things that need to be fix or change the rating before it goes on the Peer Review System which I have a feeling could take a little while for games to through. If everything is in working order and community members are following the same rules as the real Peer Reviewers then if you get the green light locally you should pass through the normal workflow with little or no problems. &lt;/FONT&gt;&lt;/P&gt;
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&lt;P class=MsoNormal style="MARGIN:0in 0in 0pt;"&gt;&lt;FONT face="Times New Roman" size=3&gt;After some talk it was concluded that both Windows, Xbox 360, and &lt;A href="http://gamemakerstudio.net/blogs/near_fantastica/archive/2008/02/22/xna-3-0-will-support-the-zune.aspx"&gt;Zune&lt;/A&gt; games could apply for the process (even though right now only Xbox games can apply for the real Peer Review process) and this common rating system means that users know and understand what the ratings are and what to expect for a game regardless of the platform.&lt;/FONT&gt;&lt;/P&gt;
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&lt;P class=MsoNormal style="MARGIN:0in 0in 0pt;"&gt;&lt;FONT face="Times New Roman" size=3&gt;Take Care,&lt;BR&gt;Near&lt;/FONT&gt;&lt;/P&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=613" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/XNA2.0/default.aspx">XNA2.0</category><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/Zune/default.aspx">Zune</category><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/Peer+Review/default.aspx">Peer Review</category><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/Xbox+360/default.aspx">Xbox 360</category></item><item><title>GMS.net update 3</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2008/02/22/gms-net-update-3.aspx</link><pubDate>Fri, 22 Feb 2008 21:22:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:610</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>1</slash:comments><description>&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Howdy,&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Before I left around Xmas I made some improvements to system I would like to share with you all now.&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Languages - C# is now the one and only official language. That is until the XNA teem add support for more.&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Content Pipeline - I worked very hard and I think I got everything working to fully support the XNA2.0 content pipeline which really rocks for a number of reasons but I will show them all off at the later date.&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Resource Management - all artifacts in a project are stored the same way they are in a XNA C# project and there is not middle man any more you save a GMS.net project and you can turn around and open it in Visual Studio to continue to work away. A good friend of mine and I where talking about way people go to great lengths to try and remake the functionality of a program that already exists. Out of this I came to conclusion that I should not try and remake things in Visual Studio like the coding, project management, deployment, debugging, etc… that it dose so well. So I changed GMS.net to let Visual Studio manage all that stuff and do what it dose best…! GMS.net is more of a resource management and creation studio now. The coding and building and testing I leave up to Visual Studio. That being said the 2 will come packaged together GSE and GMS.net and live and work together to build great games…!&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;XNA2.0 Features - Some great things where released with XNA 2.0 (networking, gamer services, etc…) I have finally gotten all these things into the engine. I loved beating up my brother in some good old smashy smahy between my XBOX and this PC. I have plans to include some these features into the engine to handle living co-oping, mixed parties, and arena style of play. Those of you that know my SBABS will have some idea what is in store…!&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Price - I have finally made up my mind GMS.net will cost about $60 US. I already hear the BOOs…! I have just invested too much time and energy into this product not to get something back from it. That being said I have plans to talk with the guys on the XNA team to see about get partner status and then giving the product away for free to all Premium Creatures Club members.&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;XNA Control - first off I still have hope MS will step up and release something official in this department they promised it in XNA2.0 and it got the axe I hope they put it back on the bill in the mean time I have made my own control and it reacts in a way most people may find confusing at first. It is a lot like a MVC. The Model is a Game Class that takes the Data as objects processes them. The View is my XNA control which takes and Game Class and renders it. The Controller is windwows form which takes the human input and translates that into data. Well I know I have confused just about everyone with that little speech so let me move on. Because you are working with a real Game class you can do anything you can in a normal XNA game and not just that you can be 99.999% sure it will render the exactly the same in game as you see in the Editor. As well that means you can use game Components and Services. This is a neat idea and something I am using in my map editor to handle different layers which lets the user add or remove layers that can be rendered. Some of you may remember that I have different layers other then just visual data like audio and pathfinding now if your map is not going to use these layers you can simple removed them which should in theory speed up the game ALOT…! As well you can even add your own or community Layer Components to handle any other number of interesting things. This way you can customize the map editor without having to rewrite it.&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Events - I have firmed up the event system some. There was a time when I didn’t know if was going to use XML, Lua, or C# to handle the event processing. I have settled on using C#. Each event will be an instance of or its own Class and Event pages will just be methods pulled into or belonging to that class. I am leading towards having each event being its own class and storing all the data about it locally in the class fields etc. so that it’s complied and very fast…!&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Well that about all the information output I can deal with for one day.&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Take Care,&lt;br&gt;Near&lt;/font&gt;&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=610" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/XNA2.0/default.aspx">XNA2.0</category><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/C_2300_/default.aspx">C#</category></item><item><title>Where's my Content...?</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2008/02/22/where-s-my-content.aspx</link><pubDate>Fri, 22 Feb 2008 20:35:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:609</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>0</slash:comments><description>&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Howdy,&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Before I left I was in talks with Enterbrain about buying the rights to use of their RTP’s. This includes RPG Maker 95, 2000, 2003, and XP…! That should be enough content to hold people over for a little while. I am still in early talks and they at least seem interested although I am not promising anything yet.&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;That being said I still want to develop my own set of resources to take advantage of some of the features I have planed for GMS.net. As well as some resources for some other genders but I am leaving that off for a while. As well there is always the massive amount of &lt;a href="http://creators.xna.com/Headlines/homepagebloglist/archive/2008/02/05/Content-Update-for-XNA-Game-Studio-2.0-is-Complete_2100_.aspx"&gt;content&lt;/a&gt; the XNA has released.&lt;br&gt;&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Take Care,&lt;br&gt;Near&lt;/font&gt;&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=609" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/RTP/default.aspx">RTP</category></item><item><title>XNA Community reach out to millions of gamers...!</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2008/02/22/xna-community-reach-out-to-millions-of-gamers.aspx</link><pubDate>Fri, 22 Feb 2008 20:10:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:608</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>0</slash:comments><description>&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Howdy,&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;I am also very very very very happy to be an owner of an XBOX360…! This week at &lt;a href="http://www.gdconf.com/"&gt;GDC&lt;/a&gt; the big boys at Microsoft rolled out their preview of the &lt;a href="http://forums.xna.com/ShowThread.aspx?PostID=46554"&gt;Xbox Live Community Games&lt;/a&gt;. This is the thing they have been talking about since the beginning, the Youtube of games...! &lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;I have already downloaded everything I need and started to play these early demos winners of DBP contest. I love the design of the system they have set up. You build a game (and of course a GMS.net game will work), submit it to the new &lt;a href="http://creators.xna.com/"&gt;Creators Club website&lt;/a&gt; (&lt;a href="http://forums.xna.com/ShowThread.aspx?PostID=46552"&gt;coming in the spring&lt;/a&gt;), the game then is reviewed by the peers to make sure it meets the standards of XBOX Live community and if it dose it is added to the XNA Community Catalogue. I have already heard some of the ins and outs of the &lt;a href="http://www.gamasutra.com/view/feature/3545/sponsored_feature_democratizing_.php"&gt;peer review stystem&lt;/a&gt; and it sounds like it will do it job well and links raters to developers, and even lets you get feed back from gamers about your game…! &lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;If that was not good enough Microsoft has already committed to a “Graduation” pipeline for great community games. So games that people really love and download a lot can easily make the jump from community pool to the XBLA pool which means now you get paid for your great game… &lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;I should note that the model on the windows side is still very much unchanged. But things where always ok on that front to be begin with.&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Take Care,&lt;br&gt;Near&lt;/font&gt;&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=608" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/XNA2.0/default.aspx">XNA2.0</category><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/Creators+Club/default.aspx">Creators Club</category><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/Peer+Review/default.aspx">Peer Review</category></item><item><title>XNA 3.0 will support the Zune....@^%#(&amp;!</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2008/02/22/xna-3-0-will-support-the-zune.aspx</link><pubDate>Fri, 22 Feb 2008 20:04:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:607</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>0</slash:comments><description>&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Howdy,&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;XNA 3.0 is 3 for a reason. Announced at &lt;a href="http://www.gdconf.com/"&gt;GDC&lt;/a&gt; this week XNA 3.0 will support development and deployment of &lt;a href="http://forums.xna.com/ShowThread.aspx?PostID=46553"&gt;XNA games to your Zune….!&lt;/a&gt;&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;I had a feeling this was coming down the pipe for some time now. What the feature list will include is still not really know. But I do know games will have access to the pictures and music stored locally. As well it will have networking much like XNA 2.0 that will support Zune to Zune hot point access.&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;I am so happy I didn’t buy an iPod touch before I went on my trip...!&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Take Care,&lt;br&gt;Near&lt;/font&gt;&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=607" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/Zune/default.aspx">Zune</category><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/XNA3.0/default.aspx">XNA3.0</category></item><item><title>I Have Returned...!</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2008/02/22/i-have-returned.aspx</link><pubDate>Fri, 22 Feb 2008 20:02:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:606</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>1</slash:comments><description>&lt;font color="#000000"&gt;
&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Howdy,&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;It’s great to be back. For those of you that didn't know I have been on vacation for the last few months. But it is not going to last for the next few months I will be locked in a room developing a product one of the big banks.&lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;On the lighter side when that contract is finished I plan to sit down and finish GMS.net and release a version for people to play with. You will indubitably see why I want to get something out there for people to play with in my next series of posts. &lt;/font&gt;&lt;/p&gt;
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&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;For those that are interested I also have big plans for a new site. Since I am redoing &lt;a href="http://www.venatiostudios.com/"&gt;my own website&lt;/a&gt; I am planning to make some changes to this one as well. &lt;/font&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;o:p&gt;&lt;br&gt;&lt;/o:p&gt;&lt;/p&gt;
&lt;p class="MsoNormal" style="margin:0in 0in 0pt;"&gt;&lt;font face="Times New Roman" size="3"&gt;Take Care,&lt;br&gt;Near&lt;/font&gt;&lt;/p&gt;&lt;/font&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=606" width="1" height="1"&gt;</description></item><item><title>GMS.net update 2</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/11/16/gms-net-update-2.aspx</link><pubDate>Fri, 16 Nov 2007 15:29:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:521</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>0</slash:comments><description>
&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Oh I love this time of year. Everyone gets geared up for present
giving time. The snow is in the air. XNA 2.0 beta is just around the corner the
same with GMS.net Beta 1. So when I continue to work away on the engine I came
across an interesting library for XNA.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;&lt;a href="http://www.codeplex.com/xnagif"&gt;XNA Gif Animation Library&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;I remember from the RMXP days that gifs where something that
a lot of people wanted… I am wondering if this is still the case and I should
spend the time to include this in my object model.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=521" width="1" height="1"&gt;</description></item><item><title>Venatio Studios' Application Framework</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/09/08/venatio-studios-application-framework.aspx</link><pubDate>Sat, 08 Sep 2007 19:37:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:479</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>0</slash:comments><description>&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Well my last post was some time ago and I have been quite
busy since then. I had a nice little holiday but around that I designed a whole
new piece of software for Venatio Studios.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;Welcome to the age of Application Frameworks. I will be
short on technical details simply for the fact most people will not understand
them. An Application Framework layers up a model of development so one common
application ‘hosts’ other programs. The overall goal is to make developing
great looking and functional applications simpler when keeping this
functionality in one common base that all host programs can take advanced of. This
is a major idea I have been developing for years and I am happy it’s coming to completion.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Now the big news I have developed many small test programs
to prove this model works things like Notepad, Paint, and SQLMaster. I am in
the middle of moving and refactoring GMS.net into this new framework as a large
scale test of the system. This will have very little effect on the end user of
the product. What this does mean is that developers of Libraries (host programs
for the Application Frameworks), developers of Packages (GMS.net pieces like 2D
RPG or 3D FPS), and developers of Components (plug-ins for Packages) all have
the same development experience and functionality if they choose to use it.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;I plan on using this framework for all my own programs
released in the future and I hope it will become a platform for others to start
developing great applications on as well.&lt;/p&gt;&lt;br&gt;&lt;p class="MsoNormal"&gt;&lt;img src="http://gamemakerstudio.net/data/VSF.PNG"&gt;&lt;br&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=479" width="1" height="1"&gt;</description></item><item><title>Announcing XNA Game Studio 2.0</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/08/14/announcing-xna-game-studio-2-0.aspx</link><pubDate>Tue, 14 Aug 2007 14:27:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:470</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>1</slash:comments><description>

&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Well Well Well, Xna 2.0 features have been officially
released. There is the good and the bad.&lt;/p&gt;&lt;br&gt;

&lt;p class="MsoNormal"&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;First the bad!&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Some of the things that are being released are going to set
me back in development for quite some time because rather than use the controls
I have development for XNA in WinForms, Microsoft is releasing controls the
handle that correctly rather than my hashed together methods. This will result
in a better product.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;Now the good!&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Create rich multiplayer games over Xbox LIVE using the new
networking APIs.&lt;br&gt;
Create Audio more effectively with the new XACT editor.&lt;br&gt;
Host XNA Framework games easily inside a Windows Form.&lt;br&gt;
Use the virtualized GraphicsDevice (this is great for WinForms).&lt;br&gt;
Easily nest one component inside another thanks to improvements in
GameComponent.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;All these features are important to my development. So I am
going to shut down development on my XNA components at least until the beta. So
in the time being I am going to sit down and do a refractor on the whole
product.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=470" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/XNA/default.aspx">XNA</category><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/XNA2.0/default.aspx">XNA2.0</category></item><item><title>XAudio2</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/07/29/xaudio2.aspx</link><pubDate>Sun, 29 Jul 2007 17:16:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:455</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>0</slash:comments><description>

&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;XAudio2 is in Beta as part of the August 2007 DirectX SDK
and is meant to replace DirectSound and XAudio as a combined improved cross
platform solution. Although there has been no official word yet that I can fine
I believe this will be a new feature in XNA 2.0 coming this holiday. XACT is
great and all but does not work well for GMS.net I am really looking forward to
this XAudio2.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;You can find more information about XAudio &lt;a href="https://connect.microsoft.com/XAudio2Beta/content/content.aspx?ContentID=5993"&gt;here&lt;/a&gt;.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=455" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/XNA/default.aspx">XNA</category><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/XAudio2/default.aspx">XAudio2</category></item><item><title>A first look at IronRuby</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/07/24/a-first-look-at-ironruby.aspx</link><pubDate>Wed, 25 Jul 2007 03:31:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:441</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>0</slash:comments><description>

&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Another small step closer to Iron Ruby you can read more
&lt;a href="http://www.iunknown.com/2007/07/a-first-look-at.html"&gt;here&lt;/a&gt;.&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=441" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/IronRuby/default.aspx">IronRuby</category></item><item><title>CTP2.0 Features Video</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/07/23/ctp-features-video.aspx</link><pubDate>Mon, 23 Jul 2007 14:34:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:436</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>0</slash:comments><description>&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;I made a video showing how to startup and the features of CTP2.0&lt;br&gt;&lt;a href="http://www.gamemakerstudio.net/data/CTP2.wmv"&gt;http://www.gamemakerstudio.net/data/CTP2.wmv&lt;/a&gt;&lt;br&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;p align="center" id="video_436"&gt;&lt;a href="www.gamemakerstudio.net/data/CTP2.wmv"&gt;&lt;img src="/Themes/alternate1/images/video.gif" border = "0" width="320" height="240"&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href = "www.gamemakerstudio.net/data/CTP2.wmv"&gt;View Video&lt;/a&gt;&lt;br /&gt;Format: wmv&lt;br /&gt;Duration: 9:52&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=436" width="1" height="1"&gt;</description><enclosure url="www.gamemakerstudio.net/data/CTP2.wmv" length="0" type="video/x-ms-wmv" /></item><item><title>CTP2.0 Released...!</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/07/22/ctp2-0-released.aspx</link><pubDate>Sun, 22 Jul 2007 14:22:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:430</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>1</slash:comments><description>&lt;div class="BlogPostContent"&gt;
		

&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Well CTP2.0 is here I did not fit in everything I wanted to be since I am going away for a while I wanted to release it now. Enjoy...&lt;br&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Requirements:&lt;/p&gt;

&lt;p class="MsoNormal"&gt;&lt;a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=0856EACB-4362-4B0D-8EDD-AAB15C5E04F5&amp;amp;displaylang=en"&gt;Microsoft .NET Framework Version 2.0 Redistributable Package&lt;/a&gt;
(x86):&lt;/p&gt;



&lt;p class="MsoNormal"&gt;&lt;a href="http://www.gamemakerstudio.net/data/Installer/GMS.net%20Pre-Installer.zip"&gt;GMS.net Pre-Installer&lt;/a&gt;: This is a packaged includes C#
express, DirectX9.0c, and XNA installers. &lt;b&gt;YOU NEED THESE FOR GMS.NET TO FUNCTION CORRECTLY~!&lt;/b&gt;&lt;br&gt;&lt;/p&gt;



&lt;p class="MsoNormal"&gt;&lt;a href="http://www.gamemakerstudio.net/data/CTP2.0/GMS.net%20CTP2.0.zip"&gt;GMS.net CTP2.0&lt;/a&gt;: This is Game Maker Studio .Net if you have
everything above this is all you need…!&lt;/p&gt;

&lt;br&gt;



&lt;p class="MsoNormal"&gt;Enjoy,&lt;br&gt;Near&lt;/p&gt;
	&lt;/div&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=430" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/CTP/default.aspx">CTP</category><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/CTP2.0/default.aspx">CTP2.0</category></item><item><title>Behavior Maps</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/07/01/behavior-maps.aspx</link><pubDate>Sun, 01 Jul 2007 17:23:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:409</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>1</slash:comments><description>

&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;I just finished another Interesting addition to GMS.net even
though it’s in its most basic form I still it’s worth sharing. May I introduce
the Behavior Editor!&lt;/p&gt;&lt;br&gt;&lt;p class="MsoNormal"&gt;&lt;a href="http://gamemakerstudio.net/photos/randoms/images/408/original.aspx" target="_blank"&gt;&lt;img src="http://gamemakerstudio.net/photos/randoms/images/408/640x269.aspx" border="0"&gt;&lt;/a&gt;&lt;br&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;





&lt;p class="MsoNormal"&gt;The behavior Editor lets users drag and drop source files
onto the canvas which are then reflected generating the blocks. The Orange
handles lets users drag and connect inputs and outputs of different blocks.&lt;span&gt;&lt;/span&gt; At this point it’s called a behavior map and can be saved as
XML for use in any editor that supports it. It is the engine that dose all the
hard work of link events/passing variables/and probing. I have yet to figure out how all the little deals are going
to work so some things may change later in development but I think these will
be a great addition Enemy and Event editors. As well as maybe a global ‘Drama
Manger’&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=409" width="1" height="1"&gt;</description></item><item><title>CTP1.1 Released...!</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/06/22/ctp1-1-released.aspx</link><pubDate>Fri, 22 Jun 2007 18:50:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:358</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>0</slash:comments><description>

&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;o:p&gt;&lt;/o:p&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Well the community has grown a lot since my last little test
which many of you have remind me was far too short so before I release CTP2.0
which is almost ready. I am going to release CTP1.1 again for those of you that
did not get a chance to play around with it. Keep in mind that it is a very
simple early release and a lot of the problems you will find in CTP1.1 have
already been fixed for CTP2.0 but feel free to submit error logs to the
download section in case there is something I have overlooked. I am Working away on CTP2.0 which will focus on the database and should be finished soon. Now comes the
fun part.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Requirements:&lt;/p&gt;

&lt;p class="MsoNormal"&gt;&lt;a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=0856EACB-4362-4B0D-8EDD-AAB15C5E04F5&amp;amp;displaylang=en"&gt;Microsoft .NET Framework Version 2.0 Redistributable Package&lt;/a&gt;
(x86):&lt;/p&gt;



&lt;p class="MsoNormal"&gt;&lt;a href="http://www.gamemakerstudio.net/data/Installer/GMS.net%20Pre-Installer.zip"&gt;GMS.net Pre-Installer&lt;/a&gt;: This is a packaged includes C#
express, DirectX9.0c, and XNA installers. &lt;b&gt;YOU NEED THESE FOR GMS.NET TO FUNCTION CORRECTLY~!&lt;/b&gt;&lt;br&gt;&lt;/p&gt;



&lt;p class="MsoNormal"&gt;&lt;a href="http://www.gamemakerstudio.net/data/CTP1.1/GMS.net%20CTP1.1.zip"&gt;GMS.net CTP1.1&lt;/a&gt;: This is Game Maker Studio .Net if you have
everything above this is all you need…!&lt;/p&gt;

&lt;br&gt;



&lt;p class="MsoNormal"&gt;Enjoy,&lt;br&gt;Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=358" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/CTP/default.aspx">CTP</category><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/CTP1.1/default.aspx">CTP1.1</category></item><item><title>GMS.net Installer</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/06/20/gms-net-installer.aspx</link><pubDate>Wed, 20 Jun 2007 13:44:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:355</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>1</slash:comments><description>&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;I know that the process of collecting all the installers needed
to run GMS.net can be frighten at times, but no longer. Download this one product
and it will guide you through the process step by step to get everything
installed. Theres a preview of the good things to come.&lt;br&gt;&lt;/p&gt;&lt;br&gt;

&lt;p class="MsoNormal"&gt;&lt;img src="http://gamemakerstudio.net/photos/randoms/images/354/original.aspx" border="0"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;* Hint Hint, I am talking about installer does this mean
another release is right around the corner. Yes, yes it does in fact there are
2 release right around the corner CTP1.1 and CTP2.0 *&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=355" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/CTP/default.aspx">CTP</category><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/CTP1.1/default.aspx">CTP1.1</category><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/CTP2.0/default.aspx">CTP2.0</category></item><item><title>Some Killer New Features</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/06/20/some-killer-new-features.aspx</link><pubDate>Wed, 20 Jun 2007 13:36:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:353</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>0</slash:comments><description>&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;I added some new features to GMS.net over the last few days I
thought I would share with you.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;The first one is the ‘&lt;a href="http://www.actiprosoftware.com/"&gt;Actipro SyntaxEditor&lt;/a&gt;’ v4 with .Net add-on
and Web add-on. This is a super powerful syntax editor and running very much
like Visual Studio dose with all the same features you would expect to fine
there like syntax highlighting, intelligence, auto complete, comment
generation, etc… as well with the .Net add-on I get this killer feature to
handled projects source files and references which are reflected and added to
the intelligence and A type/member drop-down list control.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;The second one is ‘XNA packaging system’ which was released
in the XNA refresh and lets user package there game for deployment on windows
and 360. You still need all the normal bull to get the game down to the 360 but
system has been stream lined to click off a button. Until the XNA team release
a better way for 3&lt;sup&gt;rd&lt;/sup&gt; party developers to get content to the 360 this
is system I am going to use.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=353" width="1" height="1"&gt;</description></item><item><title>Game Camp Review</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/06/20/game-camp-review.aspx</link><pubDate>Wed, 20 Jun 2007 13:00:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:352</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>0</slash:comments><description>&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;



&lt;p class="MsoNormal"&gt;Well I have returned, sorry no pictures yet but I am working
on that. I got to talk to technical director for XNA, showed off GMS.net, gave feedback
on my experience, and got some feedback on upcoming improvements to XNA. Although
we will have to wait till August when I hear the big news is coming. Anyways this is what I have learned about a few different areas.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;DirectX: The XNA team has plans to move the framework over
to support DirectX10 ASAP. GREAT NEWS ~!&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Audio: Well it looks like this Microsoft Cross-Platform
Audio Creation Tool (XACT) is here to stay. Although there is some good news in
this there are plans to include a lower level override to play audio and the ability
to add more than just wav file to a project although what types is still unclear.&lt;/p&gt;

&lt;p class="MsoNormal"&gt;VB.net: we will have to wait for the big news in August but
it looks like there are going add XNA MSBuild process for VB. Although from
what I already know it would be limited to running on just windows unless they
made a large update to the XNA framework. &lt;/p&gt;

&lt;p class="MsoNormal"&gt;DLR: I talked about the DLR as well and its benefits as a
scripting language in games. They have told me it will work on windows no
problem but on the 360 there are the same issues as VB.net &lt;span&gt;&amp;nbsp;&lt;/span&gt;although they are aware of how powerful supporting
the DLR would be 360 and are investigating it. &lt;/p&gt;

&lt;p class="MsoNormal"&gt;I could continue with a lot more technical stuff but it is
more interesting for me then you.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=352" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/Game+Camp/default.aspx">Game Camp</category></item><item><title>This one time at Game Camp ~!</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/06/15/this-one-time-at-game-camp.aspx</link><pubDate>Fri, 15 Jun 2007 15:16:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:347</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>1</slash:comments><description>
&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;

&lt;p class="MsoNormal"&gt;This weekend I will be heading off to Game Camp in Toronto
for a whole day of XNA fun. I will take lots of
pictures and collect as much info as I can. I will post my thoughts and images upon my return.&lt;/p&gt;

&lt;p class="MsoNormal"&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;If you are going I will
see you there. If you’re not you should look into it it’s going to be great fun
and its free.&lt;/p&gt;

&lt;p class="MsoNormal"&gt;http://www.microsoft.com/canada/technet/energizeit/&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=347" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/Game+Camp/default.aspx">Game Camp</category></item><item><title>Ruby Is Coming to .Net via DLR</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/05/18/ruby-is-coming-to-net-via-dlr.aspx</link><pubDate>Sat, 19 May 2007 02:39:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:315</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>0</slash:comments><description>

&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Well fun being I just talked about my todo list and one of
my good friends points me towards DLR. A Dynamic Language Runtime (DLR) is just
another thing Microsoft is doing to make my life simpler. They have been bashed
about support for true dynamic languages, Python, Ruby, Jscript, VB among
others. So some time back they set up to work on IronPython to prove it can
work. Through that experience they came up this new DLR which will be part/extension
of the .Net CLR (common language runtime).&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;What this means for you and me…? Ruby and Python are coming
to .Net baby&lt;span&gt;&amp;nbsp; &lt;/span&gt;~! These 2 languages are on
my wish list of supported languages for GMS.net.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;It’s still early to tell one way or another about the how
this DLR project will turn out but I am keeping my eye on it.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=315" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/IronRuby/default.aspx">IronRuby</category></item><item><title>GMS.net Todo List</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/05/16/gms-net-todo-list.aspx</link><pubDate>Thu, 17 May 2007 01:43:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:314</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>0</slash:comments><description>&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Someone asked me the other day if I had a master list of
things I was working on for GMS.net so I figured I would share the list with
the rest of you.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;img src="http://gamemakerstudio.net/emoticons/emotion-21.gif" alt="Yes" /&gt; = Now Finsihed~!&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;&lt;p class="MsoNoSpacing"&gt;Actors Editor &lt;img src="http://gamemakerstudio.net/emoticons/emotion-21.gif" alt="Yes" /&gt;&lt;br&gt;Animation Editor&lt;br&gt;Armor Editor  &lt;img src="http://gamemakerstudio.net/emoticons/emotion-21.gif" alt="Yes" /&gt;&lt;br&gt;Class Editor  &lt;img src="http://gamemakerstudio.net/emoticons/emotion-21.gif" alt="Yes" /&gt;&lt;br&gt;Character Editor&lt;br&gt;Creature Editor &lt;img src="http://gamemakerstudio.net/emoticons/emotion-21.gif" alt="Yes" /&gt;&lt;br&gt;Item Editor  &lt;img src="http://gamemakerstudio.net/emoticons/emotion-21.gif" alt="Yes" /&gt;&lt;br&gt;Skills Editor &lt;img src="http://gamemakerstudio.net/emoticons/emotion-21.gif" alt="Yes" /&gt;&lt;br&gt;States Editor  &lt;img src="http://gamemakerstudio.net/emoticons/emotion-21.gif" alt="Yes" /&gt;&lt;br&gt;System Editor  &lt;img src="http://gamemakerstudio.net/emoticons/emotion-21.gif" alt="Yes" /&gt;&lt;br&gt;Weapons Editor &lt;img src="http://gamemakerstudio.net/emoticons/emotion-21.gif" alt="Yes" /&gt;&lt;/p&gt;&lt;p class="MsoNoSpacing"&gt;Event Editor&lt;br&gt;Environment Editor &lt;br&gt;&lt;/p&gt;



&lt;p class="MsoNoSpacing"&gt;Map Editor&lt;/p&gt;

&lt;p class="MsoNoSpacing" style="margin-left:0.5in;text-indent:-0.25in;"&gt;&lt;span&gt;&lt;span&gt;-&lt;span style="font-family:'Times New Roman';font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;font-size-adjust:none;font-stretch:normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Tile&lt;/p&gt;

&lt;p class="MsoNoSpacing" style="margin-left:0.5in;text-indent:-0.25in;"&gt;&lt;span&gt;&lt;span&gt;-&lt;span style="font-family:'Times New Roman';font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;font-size-adjust:none;font-stretch:normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Environmental&lt;/p&gt;

&lt;p class="MsoNoSpacing" style="margin-left:0.5in;text-indent:-0.25in;"&gt;&lt;span&gt;&lt;span&gt;-&lt;span style="font-family:'Times New Roman';font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;font-size-adjust:none;font-stretch:normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Numeric&lt;/p&gt;

&lt;p class="MsoNoSpacing" style="margin-left:0.5in;text-indent:-0.25in;"&gt;&lt;span&gt;&lt;span&gt;-&lt;span style="font-family:'Times New Roman';font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;font-size-adjust:none;font-stretch:normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Audio&lt;/p&gt;

&lt;p class="MsoNoSpacing" style="margin-left:0.5in;text-indent:-0.25in;"&gt;&lt;span&gt;&lt;span&gt;-&lt;span style="font-family:'Times New Roman';font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;font-size-adjust:none;font-stretch:normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;
&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Pathfinding&lt;/p&gt;

&lt;p class="MsoNoSpacing"&gt;&lt;o:p&gt;&amp;nbsp;&lt;/o:p&gt;&lt;/p&gt;

&lt;p class="MsoNoSpacing"&gt;C# Engine&lt;/p&gt;

&lt;p class="MsoNoSpacing" style="margin-left:0.5in;text-indent:-0.25in;"&gt;&lt;span&gt;&lt;span&gt;-&lt;span style="font-family:'Times New Roman';font-style:normal;font-variant:normal;font-weight:normal;font-size:7pt;line-height:normal;font-size-adjust:none;font-stretch:normal;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;Convert it to VB&lt;/p&gt;



&lt;p class="MsoNoSpacing"&gt;I am working on the Map Editor right now and its rather
complex (to finish) not to use (hopefully). Then I will work the system editors
and the C# Engine then convert it to VB. &lt;/p&gt;



&lt;p class="MsoNoSpacing"&gt;I will likely have another CTP before I finish all these
features. It more and likely will be similar to the last one with little more
features running a C# Engine and the final Map Editor. Then the Beta should
have all the features on this list with some more advanced ones to come later
in later Betas or after release.&lt;/p&gt;



&lt;p class="MsoNoSpacing"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=314" width="1" height="1"&gt;</description></item><item><title>GMS.net Update</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/05/14/gms-net-update.aspx</link><pubDate>Tue, 15 May 2007 02:55:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:313</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>0</slash:comments><description>

&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;&amp;lt;Insert Happy Dance Here&amp;gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;Ya that about sums it up. I have finally had the time to sit
down and continue working on GMS.net. I have spent the last few days updating
GMS.net and its components to work with the new XNA refresh. It’s fun stuff and
there are few things I want to highlight.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;I add support for the new Packaging system. This system
still needs the XNA GSE installed to function correctly but it does show promise
for better things to come along with simplifying things right now and is a
great way t get your games made in GMS.net down to the 360 without all that
mucking around in GSE.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Another great feature I added for the samples is the PrimitiveBatch
which is something I have been dyeing for in both Editor in the Engine. For those
of you that that don’t know the PrimitiveBatch is a means to draw simple 2d
shapes to the 2d like lines. I am planning on adding all the basic shapes to
the batch as well.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;We are beginning see Microsoft’s vision for what they wanted
for XNA soon you will all see my vision for GMS.net&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=313" width="1" height="1"&gt;</description></item><item><title>FLUIX - flash for XNA</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/04/15/fluix-flash-for-xna.aspx</link><pubDate>Sun, 15 Apr 2007 15:31:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:303</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>0</slash:comments><description>
&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;br&gt;&lt;p class="MsoNormal"&gt;&lt;a href="http://groups.google.com/group/fluix"&gt;FLUIX&lt;/a&gt;&lt;br&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;I came across this the other day and was very impressed with
its possibilities. This project lets you use a flash movie for the UI in your
game. The swf you generate in flash is run through the content pipeline and converted.
It’s not prefect but dose do an nice job and even lets you pass messages between
C# and action script which I have already made a nice test Main Menu and a test
HUD for a racing game with dials, gauges, and positions at update from the C#
code.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;I will have a standard type window and scene setup wizard but
for all you flash masters out there this might be for you.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=303" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/XNA/default.aspx">XNA</category></item><item><title>WTF is PCSA and why has it been keeping Near up all night !</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/03/22/wtf-is-pcsa-and-why-has-it-been-keeping-near-up-all-night.aspx</link><pubDate>Fri, 23 Mar 2007 02:24:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:281</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>2</slash:comments><description>

&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;I just I would blog about what has been going on lately.
Cheers to all those taking part in the Build IT contest over at RMXP.org. I am
in the middle of remaking the Autoltiles, Tilesets, Characterset, Environment,
and Map editors for the next release. I wanted to make a lot of changes to
reflect ideas from the gRTP contest and feedback from users to get it right now
instead of trying to change it later.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;Although this whole process is move rather slow and this is
due to another project from mine for my college which is to deal with process
control in small applications the project is Process Control in Small
Application (PCSA) which may have some impact on GMS.net so let me example the
basics of PCSA.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;A brief history lesson, process control is not a new idea
and has been around for a while and now with technologies like BPEL and Windows
Workflow Foundations are beginning to standardize this idea. But these technologies
are targets at the process control been services and are normally far too large
and complex for small application developers despite the befits that could come
from process control. Manly developers of small applications don’t have the knowledge
need to use these technologies. So process control was limited mainly to large
enterprise applications. The idea behind PCSA is solve this problem by packages
a process control engine into a small light weight reference developers could include
in their projects, set elements to expose invoke points and arguments directly
with in the code, develop a set of xml tags used by the engine to control the
process which the user then uses to control the process of the application, and
then integrate this whole development experience into visual studio with a
visual editor to handle the development of xml process control document.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Now most people read this will have no idea what that means.
Well let me explain it in more English terms rather than a project layout. Users
interact with a product by controlling a User Interface UI. We (programmers)
code against this UI interaction controlling the flow of the application through
code. This model as worked and continued to work but it’s very ‘Hard Coded’,
the idea behind PCSA is that this interaction of UI is not ‘Hard Coded’ but
instead is expressed through an xml file which contains the process which these
pieces interact which is then acted out by an small engine.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;Ok but what does this mean for me, let alone GMS.net…? Well
as I found out in a graphics program like GMS.net (and yes GMS.net is really a
glorified graphics program) there are a lot of respective task. For example get
a tile place a tile, get a tile place a tile. How many times do we do that when
building a game…? Well this model of process control would let you the user
develop a XML script which would define that repetitive behavior or any behavior
throughout the whole process of building a game. This in general places a lot of
control back I the hands of the users giving them control of process of the
blocks with every little knowledge of the what the blocks are really do on the
inside. But at the same time minimizing the extra code need to include this functionally,
keep it simple and friendly to use.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;I just thought I would share this with you all because it might
find its way into GMS.net as a practical test if/when we get the system up and
running.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=281" width="1" height="1"&gt;</description></item><item><title>XNA Update Coming to a PC near you this April~!</title><link>http://gamemakerstudio.net/blogs/near_fantastica/archive/2007/03/09/xna-update-coming-to-a-pc-near-you-this-april.aspx</link><pubDate>Sat, 10 Mar 2007 03:10:00 GMT</pubDate><guid isPermaLink="false">158b98d0-80ce-4ab6-b904-a56af3317fe1:236</guid><dc:creator>Near_Fantastica</dc:creator><slash:comments>1</slash:comments><description>

&lt;p class="MsoNormal"&gt;Howdy,&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Does a little dance and this why I am working in XNA Microsoft
is doing half my job for me :D&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;&lt;a href="http://blogs.msdn.com/xna/archive/2007/03/08/announcing-the-xna-game-studio-express-update.aspx"&gt;http://blogs.msdn.com/xna/archive/2007/03/08/announcing-the-xna-game-studio-express-update.aspx&lt;/a&gt;&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;a href="http://blogs.msdn.com/xna/archive/2007/03/08/announcing-the-xna-game-studio-express-update.aspx"&gt;&lt;br&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;This is a link to the XNA team blog on which it announces
some updates to XNA some of which are important to you some of which are
important to me... Can’t wait to get my hands on the new version and embedded it
into GMS.net.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt; &lt;/p&gt;

&lt;p class="MsoNormal"&gt;Be forewarned some of these changes look major and in turn
will more and likely push back GMS.net next release as I will surely want to integrate
these into the&lt;br&gt;next release.&lt;/p&gt;&lt;p class="MsoNormal"&gt;&lt;br&gt;&lt;/p&gt;

&lt;p class="MsoNormal"&gt;Take Care,&lt;br&gt;
Near&lt;/p&gt;&lt;img src="http://gamemakerstudio.net/aggbug.aspx?PostID=236" width="1" height="1"&gt;</description><category domain="http://gamemakerstudio.net/blogs/near_fantastica/archive/tags/XNA/default.aspx">XNA</category></item></channel></rss>